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报告翻译问题






As furr allowing classes to get enchantments, the way the game works I need to flag the class as a specific unit type, and those flags can give skills automatically. I did not realize Shield Units get the defenses by default, or maybe they added it at some point? But Skirmishers get Slippery and one other which is why I use skills that already give them to enable those enchantments. Polearm units also get First Strike which is why I only have 1 skill that gives it since the skill gave that one already.
In fact, if there is any modder that wants to grab this up and update it please let me know your mod and I will link directly to it here.
Oh, and it is compatible with the "No Conflicting Skills" mod. It removes the locks for the classes that this mod does not modify. I tried it with Elementalist and the skill tree is without locks, while my ranger, warrior and defender characters use this rearranged skill tree.
Thanks for your work and don't let it go!
I might have to wind up removing alterations to class abilities and just go with moving skills around on the trees.
Thank you for the information, please let me know if there are any other issues.
Either way, glad the update fixed the problem, I'll be adding modifications of the three (newish) classes hopefully sooner rather then later, but since this mod will break saved games and Steam can auto-update I want to wait to release a new version until I complete all of them (especially since I am planning to only change the skill trees themselves), to minimize problems can encounter when this mod gets updated.
And my Goddess! I see why peeps want an update to this mod, the new class trees are such a mess! *shudders* Alright, I did a hotfix today to remove the crash issue, and I will work on the three new classes over time but will try not to put it off too much, I did hop in-game (with no mods loaded) to gather the info i needed to make updates and change skill trees.
Tome of Shifting Sands
Build within the Umbral Abyss
Archon Prophecy Von Mod DLC Content
Corvo's Voidlings Overhaul
TB-Society Traits
Ultimate Undead
Hopefully that helps
The real question is, does loading my mod after all your other mods fix the problem? Or does doing that break other things in another mod that are important? What problem(s) is the conflict causing? That might help to narrow it down. But there might be no way to fix the problem, I went out of my way to modify the minimum number of base game files I could.
yea if you find the time and motivation to return to it, then i'll be here to play with it. but if you lack the interest then that's ofc okay
I'll have to get off my duff one of these days to do a 'light' pass-through update just rearranging the new skill trees without any actual skill changes that way I will not have to playtest myself, and the newer classes seem pretty well balanced anywise. My guess for the game crash is probably because Elementalist (formerly mage) references skills and possible info that is no longer there.
No new Before and After here though, since I won't even have to logg into the game to shuffle around the skill trees.
I'll keep you updated when I do get around to updating. Thanks again for all the information, I did not even realize Mage was split and there was a new core class. ^.^
(also, they also reworked the old mage classes. changing two and adding one that's new. so ritualist, "elementalist" (changed from mage) and the new warlock class.)
i did some limited testing and it seems all the old vanilla classes still work with this mod! however, if you try to open your hero tab as one of the mage classes, the game will crash ;(. so you could technically use the mod still, if you fully avoid recruiting mage heroes.
after having tried your mod, i can't imagine going back to the vanilla skill tree stucture ;_; but if you're not interested in returning atm that's ok! you have no obligation to do anything :3
Either way, what do people think, how should I handle this? Also, does all the previous modifications still function properly? Finally, the new class, does it require the new DLC or can everyone use it?
Secondly, I was actually working on another mod for a while there, to add a new class, but hit several setbacks (had to completely remake it 1 time to fix one glitch, and when I finished that it just crashed the game), so got very frustrated and have dove into other games.
That said, I do feel a responsibility to this mod and feel I should update for the new class that is coming out in a week here, but do not really have much of a desire to play and do an actual playtest of my modifications, I could put something together and let the community do the testing, but I don't get very much feedback here on problems or even balance, so what does everyone here think?
By the way, does anyone know if the new class requires the DLC that is coming out (I already own it), or will it be released to all players even if they do not own the DLC?
and the rest interesting
* Everything in-game is unmodified base game assets.
* The cover-image for the mod has different elements:
The background with the feline is custom art made specifically for me. (Which I made my avatar for Steam from.)
The silhouette on the bottom is the Seattle skyline which I modified some, because you know Structures and I love that skyline.
The icons on top are the class symbols for each of the modified classes.
The larger icons on the bottom are different abilities from each of the modified classes.
And yea, as many games as I have played over the years I thought it was rather silly how in AOW4 you quite frequently buff abilities before you can even get them. In my Ritualist playthrough after I altered them I actually wound up using Battlefield Restoration much more frequently early game then I did mid to late as I unlocked more abilities to use. Late game I would save it until after units took damage and I had the support buff that heals.
Thinking of it more I have to agree I think it feels much better to be able to get the abilities early, and than need to invest additional points in the tree to make them to their full potential. Compared to the Vanilla method that is essentially the opposite haha. Thanks again for the mod, really been enjoying it :)
Regarding your Unit Enchantments question, the way the game is set up this mod will not allow More Classes to bestow them on characters, even for abilities shared between classes. (However, my altered descriptions for those shared abilities may display unless the mod uses custom descriptions of its own.)
And yes, I love the Battlefield Restoration ability too, but I tried to set it up so that all abilities are meaningful enough to still use them, I mean, what is the point of being forced to take Restore early on only to have it never be used at later levels because a later ability is just better?
Also side note: I see you are also using Kaige's More Classes in your publically available collection. I was wondering if when you are using his classes along with your mod installed (loading your mod last) do Unit Enchantments apply to his added classes for you? Cause they do not for me.
Have to say, Ritualist is good for choosing different interesting paths, but their number of skills to choose from feels a little thin to me, and they have a lot of abilities they can use in combat while some other classes have very few.
Thanks for sharing it!
@Shifter ~ I actually had a friend say the same thing about a different class I did. My answer to them was that Abilities are not all that powerful, it is the passive skills you unlock that makes them stronger, so in a way taking them all slows down how quickly you become powerful in a class with over 40 skills.
But if you love Ranger and have played it a lot, I would adore feedback from people that have actually played the original and then played these altered ones so I know how it feels to others.
Oh, and I wish all the classes had over 40 skills lol! ^.^ I hope that answers your question, and when I did my ranger playthrough it felt good to me.
@Shifter ~ Thank you for posting a comment, I really appreciate it. As for more classes, they are definitely not needed, but they help a lot so things do not get monotonous when starting a new campaign. I use the More Classes too and my favorite from that is Necromancer since I loved the class in AoW3 and was sad to not see it in 4. I also use the Grim Jester which I really love since it is fun and very distinctive.
Plus, I finally updated my 'banner image' to show the classes I've completed, snazzy me! Well, if you are familiar with what those icons are, heh. >.>
Now I do not use all of the skills (one of the points of this mod, I really hate a cluttered skill bar in combat with hundreds of active skills I never use -.- ), so if you use this mod and think anything needs a tweak please let me know, I try to keep things balanced and in-line with the core game power level so my adjustments should not make anything too insane, in some occasions I actually reduce the power level of a skill, but that is pretty rare. So just let me know if you feel something could use an adjustment.